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simgear/simgear/sound/sample.hxx
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// sample.hxx -- Audio sample encapsulation class
//
// Written by Curtis Olson, started April 2004.
// Modified to match the new SoundSystem by Erik Hofman, October 2009
//
// Copyright (C) 2004 Curtis L. Olson - http://www.flightgear.org/~curt
// Copyright (C) 2009 Erik Hofman <erik@ehofman.com>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software Foundation,
// Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
// $Id$
/**
* \file
* Provides a audio sample encapsulation
*/
#ifndef _SG_SAMPLE_HXX
#define _SG_SAMPLE_HXX 1
#include <simgear/math/SGMath.hxx>
#include <simgear/props/props.hxx>
enum {
SG_SAMPLE_MONO = 1,
SG_SAMPLE_STEREO = 2,
SG_SAMPLE_4BITS = 4,
SG_SAMPLE_8BITS = 8,
SG_SAMPLE_16BITS = 16,
SG_SAMPLE_UNCOMPRESSED = 0,
SG_SAMPLE_COMPRESSED = 256,
SG_SAMPLE_MONO8 = (SG_SAMPLE_MONO|SG_SAMPLE_8BITS),
SG_SAMPLE_MONO16 = (SG_SAMPLE_MONO|SG_SAMPLE_16BITS),
SG_SAMPLE_MULAW = (SG_SAMPLE_MONO|SG_SAMPLE_8BITS|SG_SAMPLE_COMPRESSED),
SG_SAMPLE_ADPCM = (SG_SAMPLE_MONO|SG_SAMPLE_4BITS|SG_SAMPLE_COMPRESSED),
SG_SAMPLE_STEREO8 = (SG_SAMPLE_STEREO|SG_SAMPLE_8BITS),
SG_SAMPLE_STEREO16 = (SG_SAMPLE_STEREO|SG_SAMPLE_16BITS)
};
/**
* manages everything we need to know for an individual audio sample
*/
class SGSoundSampleInfo
{
public:
SGSoundSampleInfo();
~SGSoundSampleInfo() {}
/**
* Returns the format of this audio sample.
* @return SimGear format-id
*/
inline unsigned int get_format() {
return (_tracks | _bits | _compressed*256);
}
/**
* Returns the block alignment of this audio sample.
* @return block alignment in bytes
*/
inline unsigned int get_block_align() {
return _block_align;
}
/**
* Get the reference name of this audio sample.
* @return Sample name
*/
inline std::string get_sample_name() const { return _refname; }
/**
* Returns the frequency (in Herz) of this audio sample.
* @return Frequency
*/
inline unsigned int get_frequency() { return _frequency; }
/**
* Get the current pitch value of this audio sample.
* @return Pitch
*/
inline float get_pitch() { return _pitch; }
/**
* Get the final volume value of this audio sample.
* @return Volume
*/
inline float get_volume() { return _volume * _master_volume; }
/**
* Returns the size (in bytes) of this audio sample.
* @return Data size
*/
inline size_t get_size() const {
return (_samples * _tracks * _bits)/8;
}
inline size_t get_no_samples() { return _samples; }
inline size_t get_no_tracks() { return _tracks; }
/**
* Get the absolute position of this sound.
* This is in the same coordinate system as OpenGL; y=up, z=back, x=right.
* @return Absolute position
*/
inline SGVec3d& get_position() { return _absolute_pos; }
/**
* Get the orientation vector of this sound.
* This is in the same coordinate system as OpenGL; y=up, z=back, x=right
* @return Orientaton vector
*/
inline SGVec3f& get_orientation() { return _orivec; }
/**
* Get the inner angle of the audio cone.
* @return Inner angle in degrees
*/
inline float get_innerangle() { return _inner_angle; }
/**
* Get the outer angle of the audio cone.
* @return Outer angle in degrees
*/
inline float get_outerangle() { return _outer_angle; }
/**
* Get the remaining gain at the edge of the outer cone.
* @return Gain
*/
inline float get_outergain() { return _outer_gain; }
/**
* Get velocity vector (in meters per second) of this sound.
* This is in the same coordinate system as OpenGL; y=up, z=back, x=right
* @return Velocity vector
*/
inline SGVec3f& get_velocity() { return _velocity; }
/**
* Get reference distance ((in meters) of this sound.
* This is the distance where the gain will be half.
* @return Reference distance
*/
inline float get_reference_dist() { return _reference_dist; }
/**
* Get maximum distance (in meters) of this sound.
* This is the distance where this sound is no longer audible.
* @return dist Maximum distance
*/
inline float get_max_dist() { return _max_dist; }
/**
* Test if static data of audio sample configuration has changed.
* Calling this function will reset the flag so calling it a second
* time in a row will return false.
* @return Return true is the static data has changed in the mean time.
*/
bool has_static_data_changed() {
bool b = _static_changed; _static_changed = false; return b;
}
protected:
// static sound emitter info
std::string _refname;
unsigned int _bits;
unsigned int _tracks;
unsigned int _samples;
unsigned int _frequency;
unsigned int _block_align;
bool _compressed;
bool _loop;
// dynamic sound emitter info (non 3d)
bool _static_changed;
bool _playing;
float _pitch;
float _volume;
float _master_volume;
// dynamic sound emitter info (3d)
bool _use_pos_props;
bool _out_of_range;
float _inner_angle;
float _outer_angle;
float _outer_gain;
float _reference_dist;
float _max_dist;
SGPropertyNode_ptr _pos_prop[3];
SGVec3d _absolute_pos; // absolute position
SGVec3d _relative_pos; // position relative to the base position
SGVec3d _direction; // orientation offset
SGVec3f _velocity; // Velocity of the source sound.
// The position and orientation of this sound
SGQuatd _orientation; // base orientation
SGVec3f _orivec; // orientation vector
SGVec3d _base_pos; // base position
SGQuatd _rotation;
private:
static std::string random_string();
};
class SGSoundSample : public SGSoundSampleInfo, public SGReferenced {
public:
/**
* Empty constructor, can be used to read data to the systems
* memory and not to the driver.
*/
SGSoundSample();
/**
* Constructor
* @param file File name of sound
Buffer data is freed by the sample group
*/
SGSoundSample(const char *file, const SGPath& currentDir);
/**
* Constructor.
* @param data Pointer to a memory buffer containing this audio sample data
The application may free the data by calling free_data(), otherwise it
will be resident until the class is destroyed. This pointer will be
set to NULL after calling this function.
* @param len Byte length of array
* @param freq Frequency of the provided data (bytes per second)
* @param format SimGear format id of the data
*/
SGSoundSample( void** data, int len, int freq, int format=SG_SAMPLE_MONO8 );
SGSoundSample( const unsigned char** data, int len, int freq,
int format = SG_SAMPLE_MONO8 );
/**
* Destructor
*/
virtual ~SGSoundSample ();
/**
* Test if this audio sample configuration has changed since the last call.
* Calling this function will reset the flag so calling it a second
* time in a row will return false.
* @return Return true is the configuration has changed in the mean time.
*/
bool has_changed() {
bool b = _changed; _changed = false; return b;
}
/**
* Detect whether this audio sample holds the information of a sound file.
* @return Return true if this sample is to be constructed from a file.
*/
inline bool is_file() const { return _is_file; }
SGPath file_path() const;
/**
* Schedule this audio sample for playing. Actual playing will only start
* at the next call op SoundGroup::update()
* @param _loop Define whether this sound should be played in a loop.
*/
void play( bool loop = false ) {
_playing = true; _loop = loop; _changed = true; _static_changed = true;
}
/**
* Check if this audio sample is set to be continuous looping.
* @return Return true if this audio sample is set to looping.
*/
inline bool is_looping() { return _loop; }
/**
* Schedule this audio sample to stop playing.
*/
virtual void stop() {
_playing = false; _changed = true;
}
/**
* Schedule this audio sample to play once.
* @see #play
*/
inline void play_once() { play(false); }
/**
* Schedule this audio sample to play looped.
* @see #play
*/
inline void play_looped() { play(true); }
/**
* Test if a audio sample is scheduled for playing.
* @return true if this audio sample is playing, false otherwise.
*/
inline bool is_playing() { return _playing; }
/**
* Set this sample to out-of-range (or not) and
* Schedule this audio sample to stop (or start) playing.
*/
inline void set_out_of_range(bool oor = true) {
_out_of_range = oor; _playing = (!oor && _loop); _changed = true;
}
/**
* Test if this sample to out-of-range or not.
*/
inline bool test_out_of_range() {
return _out_of_range;
}
/**
* Set the data associated with this audio sample
* @param data Pointer to a memory block containg this audio sample data.
This pointer will be set to NULL after calling this function.
*/
inline void set_data( const unsigned char **data ) {
_data = (unsigned char*)*data; *data = NULL;
}
inline void set_data( const void **data ) {
_data = (unsigned char*)*data; *data = NULL;
}
/**
* Return the data associated with this audio sample.
* @return A pointer to this sound data of this audio sample.
*/
inline void* get_data() const { return _data; }
/**
* Free the data associated with this audio sample
*/
void free_data();
/**
* Set the source id of this source
* @param sid source-id
*/
virtual void set_source(unsigned int sid) {
_source = sid; _valid_source = true; _changed = true;
}
/**
* Get the source id of this source
* @return source-id
*/
virtual unsigned int get_source() { return _source; }
/**
* Test if the source-id of this audio sample is usable.
* @return true if the source-id is valid
*/
virtual bool is_valid_source() const { return _valid_source; }
/**
* Set the source-id of this audio sample to invalid.
*/
virtual void no_valid_source() { _valid_source = false; }
/**
* Set the buffer-id of this source
* @param bid buffer-id
*/
inline void set_buffer(unsigned int bid) {
_buffer = bid; _valid_buffer = true; _changed = true;
}
/**
* Get the buffer-id of this source
* @return buffer-id
*/
inline unsigned int get_buffer() { return _buffer; }
/**
* Test if the buffer-id of this audio sample is usable.
* @return true if the buffer-id is valid
*/
inline bool is_valid_buffer() const { return _valid_buffer; }
/**
* Set the buffer-id of this audio sample to invalid.
*/
inline void no_valid_buffer() { _valid_buffer = false; }
/**
* Set the playback pitch of this audio sample.
* Should be between 0.0 and 2.0 for maximum compatibility.
* @param p Pitch
*/
inline void set_pitch( float p ) {
if (p > 2.0) p = 2.0; else if (p < 0.01) p = 0.01;
_pitch = p; _changed = true;
}
/**
* Set the master volume of this sample. Should be between 0.0 and 1.0.
* The final volume is calculated by multiplying the master and audio sample
* volume.
* @param v Volume
*/
inline void set_master_volume( float v ) {
if (v > 1.0) v = 1.0; else if (v < 0.0) v = 0.0;
_master_volume = v; _changed = true;
}
/**
* Set the volume of this audio sample. Should be between 0.0 and 1.0.
* The final volume is calculated by multiplying the master and audio sample
* volume.
* @param v Volume
*/
inline void set_volume( float v ) {
if (v > 1.0) v = 1.0; else if (v < 0.0) v = 0.0;
_volume = v; _changed = true;
}
/**
* Set the SimGear format of this audio sample.
* @param format SimGear format-id
*/
inline void set_format( int fmt ) {
_tracks = fmt & 0x3; _bits = fmt & 0x1C; _compressed = fmt & 0x100;
}
inline void set_bits_sample( unsigned int b ) { _bits = b; }
inline void set_no_tracks( unsigned int t ) { _tracks = t; }
inline void set_compressed( bool c ) { _compressed = c; }
/**
* Set the block alignament for compressed audio.
* @param block the block alignment in bytes
*/
inline void set_block_align( int block ) {
_block_align = block;
}
/**
* Set the frequency (in Herz) of this audio sample.
* @param freq Frequency
*/
inline void set_frequency( int freq ) { _frequency = freq; }
/**
* Sets the size (in bytes) of this audio sample.
* @param size Data size
*/
inline void set_size( size_t size ) {
_samples = size*8/(_bits*_tracks);
}
inline void set_no_samples(size_t samples) { _samples = samples; }
/**
* Set the position of this sound relative to the base position.
* This is in the same coordinate system as OpenGL; y=up, z=back, x=right.
* @param pos Relative position of this sound
*/
inline void set_relative_position( const SGVec3f& pos ) {
_relative_pos = toVec3d(pos); _changed = true;
}
/**
* Set the base position in Cartesian coordinates
* @param pos position in Cartesian coordinates
*/
inline void set_position( const SGVec3d& pos ) {
_base_pos = pos; _changed = true;
}
inline void set_position_properties(SGPropertyNode_ptr pos[3]) {
_pos_prop[0] = pos[0]; _pos_prop[1] = pos[1]; _pos_prop[2] = pos[2];
if (pos[0] || pos[1] || pos[2]) _use_pos_props = true;
_changed = true;
}
/**
* Set the orientation of this sound.
* @param ori Quaternation containing the orientation information
*/
inline void set_orientation( const SGQuatd& ori ) {
_orientation = ori; _changed = true;
}
inline void set_rotation( const SGQuatd& ec2body ) {
_rotation = ec2body; _changed = true;
}
/**
* Set direction of this sound relative to the orientation.
* This is in the same coordinate system as OpenGL; y=up, z=back, x=right
* @param dir Sound emission direction
*/
inline void set_direction( const SGVec3f& dir ) {
_direction = toVec3d(dir); _static_changed = true;
}
/**
* Define the audio cone parameters for directional audio.
* Note: setting it to 2 degree will result in 1 degree to both sides.
* @param inner Inner cone angle (0 - 360 degrees)
* @param outer Outer cone angle (0 - 360 degrees)
* @param gain Remaining gain at the edge of the outer cone (0.0 - 1.0)
*/
void set_audio_cone( float inner, float outer, float gain ) {
_inner_angle = inner; _outer_angle = outer; _outer_gain = gain;
_static_changed = true;
}
/**
* Set the velocity vector (in meters per second) of this sound.
* This is in the local frame coordinate system; x=north, y=east, z=down
* @param Velocity vector
*/
inline void set_velocity( const SGVec3f& vel ) {
_velocity = vel; _changed = true;
}
/**
* Set reference distance (in meters) of this sound.
* This is the distance where the gain will be half.
* @param dist Reference distance
*/
inline void set_reference_dist( float dist ) {
_reference_dist = dist; _static_changed = true;
}
/**
* Set maximum distance (in meters) of this sound.
* This is the distance where this sound is no longer audible.
* @param dist Maximum distance
*/
inline void set_max_dist( float dist ) {
_max_dist = dist; _static_changed = true;
}
inline virtual bool is_queue() const { return false; }
void update_pos_and_orientation();
protected:
bool _is_file;
bool _changed;
// Sources are points emitting sound.
bool _valid_source;
unsigned int _source;
private:
unsigned char* _data;
// Buffers hold sound data.
bool _valid_buffer;
unsigned int _buffer;
};
#endif // _SG_SAMPLE_HXX